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incheon

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A Node.js based real-time game server

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'use strict'; const Serializable = require('./Serializable'); const Serializer = require('./Serializer'); const ThreeVector = require('./ThreeVector'); /** * A Quaternion is a geometric object which can be used to * represent a three-dimensional rotation. */ class Quaternion extends Serializable { static get netScheme() { return { w: { type: Serializer.TYPES.FLOAT32 }, x: { type: Serializer.TYPES.FLOAT32 }, y: { type: Serializer.TYPES.FLOAT32 }, z: { type: Serializer.TYPES.FLOAT32 } }; } /** * Creates an instance of a Quaternion. * @param {Number} w - first value * @param {Number} x - second value * @param {Number} y - third value * @param {Number} z - fourth value * @return {Quaternion} v - the new Quaternion */ constructor(w, x, y, z) { super(); this.w = w; this.x = x; this.y = y; this.z = z; return this; } /** * Formatted textual description of the Quaternion. * @return {String} description */ toString() { function round3(x) { return Math.round(x * 1000) / 1000; } return `quaternion(${round3(this.w)}, ${round3(this.x)}, ${round3(this.y)}, ${round3(this.z)})`; } copy(sourceObj) { this.set(sourceObj.w, sourceObj.x, sourceObj.y, sourceObj.z); return this; } set(w, x, y, z) { this.w = w; this.x = x; this.y = y; this.z = z; } toAxisAngle() { // assuming quaternion normalised then w is less than 1, so term always positive. let axis = new ThreeVector(1, 0, 0); let angle = 2 * Math.acos(this.w); let s = Math.sqrt(1 - this.w * this.w); if (s > 0.001) { let divS = 1 / s; axis.x = this.x * divS; axis.y = this.y * divS; axis.z = this.z * divS; } return { axis, angle }; } setFromAxisAngle(axis, angle) { let halfAngle = angle * 0.5; let s = Math.sin(halfAngle); this.x = axis.x * s; this.y = axis.y * s; this.z = axis.z * s; this.w = Math.cos(halfAngle); return this; } conjugate() { this.x *= -1; this.y *= -1; this.z *= -1; return this; } /* eslint-disable */ multiply(other) { let aw = this.w, ax = this.x, ay = this.y, az = this.z; let bw = other.w, bx = other.x, by = other.y, bz = other.z; this.x = ax * bw + aw * bx + ay * bz - az * by; this.y = ay * bw + aw * by + az * bx - ax * bz; this.z = az * bw + aw * bz + ax * by - ay * bx; this.w = aw * bw - ax * bx - ay * by - az * bz; return this; } /* eslint-enable */ /* eslint-disable */ slerp(target, bending) { let aw = this.w, ax = this.x, ay = this.y, az = this.z; let bw = target.w, bx = target.x, by = target.y, bz = target.z; let cosHalfTheta = aw*bw + ax*bx + ay*by + az*bz; if (cosHalfTheta < 0) { this.set(-bw, -bx, -by, -bz); cosHalfTheta = -cosHalfTheta; } else { this.copy(target); } if (cosHalfTheta >= 1.0) { this.set(aw, ax, ay, az); return this; } let sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta*cosHalfTheta); if (Math.abs(sinHalfTheta) < 0.001) { this.set(0.5*(aw + this.w), 0.5*(ax + this.x), 0.5*(ay + this.y), 0.5*(az + this.z)); return this; } let halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta); let ratioA = Math.sin((1-bending)*halfTheta)/sinHalfTheta; let ratioB = Math.sin(bending*halfTheta)/sinHalfTheta; this.set(aw*ratioA + this.w*ratioB, ax*ratioA + this.x*ratioB, ay*ratioA + this.y*ratioB, az*ratioA + this.z*ratioB); return this; } /* eslint-enable */ } module.exports = Quaternion;